Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Interview with Alex Modny and Eric Musco on Bad Feeling Podcast

STAR WARS: The Old Republic > English > PvP
Interview with Alex Modny and Eric Musco on Bad Feeling Podcast
First BioWare Post First BioWare Post

AlexModny's Avatar


AlexModny
05.28.2015 , 02:16 PM | #201 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by BaineOs View Post
Question about the 2018 requirement for solo ranked, is that going to be bolstered or actual pvp gear 2018 before being bolstered?

If someone is using pve gear but the bolster they get would normally give them 2018 in regular ranked would they still be able to join? The pod cast isn't clear on that point.
2018 before being bolstered.
Alex Modny | Assistant Designer
Follow us on Twitter @SWTOR | Like us on Facebook
[Contact Us] [Rules of Conduct] [F.A.Q.] [Dev Tracker]

mydogclimbstree's Avatar


mydogclimbstree
05.28.2015 , 02:16 PM | #202
Quote: Originally Posted by sithBracer View Post
I really like the changes, but just have on thing to say about the AoE node cap interruption. I can completely understand where you are coming from, but it seems like you are punishing the group when if fact it is only a few culprits responsible, namely the ranged channeled AoEs without CDs (and to some extent orbital strike). A lot of people like to stand in the back and cheese using those AoEs to prevent anyone ever even getting a chance to cap and that is definitely a reason there are so many stalemates. For those AoEs, I think it would be fine to not let them interrupt a cap, but for AoEs that do have CDs like fragmentation grenade, smash, death from above or death field or AoEs that take some skill to use like lacerate, carbine burst, double saber toss or whatever the knight/warrior class has should still be able to do its job. You can't cheese with any of those, and they require skill and knowledge of when to use.

At the very least make AoEs that have a specified target like fragmentation grenade, smash or double saber toss still be able to interrupt as those are the classes that will be hurt the most by this change.
I agree with this post. Are you [the devs] looking to prevent ALL aoes from stopping caps, or just the spammable ranged aoes? There is a big difference.
Kym- Healer of Phil

doofuslucas's Avatar


doofuslucas
05.28.2015 , 02:19 PM | #203
Was a new tier of gear mentioned for next season?
Rumour has it.

Kackman's Avatar


Kackman
05.28.2015 , 02:20 PM | #204
Quote: Originally Posted by Jadescythe View Post
How do you feel this affects ranged more than melee? All melee classes have AOE abilities as well that will no longer work. I actually like the idea that more people capping will be harder to stop by a single individual. I am slightly worried that the game will be more about standing on top of each other to try and prevent someone from being targeted and spam capping, however.
The way I can see this change affecting ranged more than melee is this:

Assume that AoE CC abilities will become the only way to deny a cap w/AoE. Most AoE CC abilities require the player to be in melee range, even those of the ranged classes (GS, Commando, and Sage knockbacks).

Melee classes who are currently relying on AoE damage skills to deny caps are, not surprisingly, already in melee range. Nothing really changes for them, other than that they hit a different skill to stop the cap (although not really, as most Juggs I see already rely primarily on their AoE CC to stop caps in Novare, to take one example).

Ranged classes who are currently relying on AoE damage skills to deny caps are, more likely than not, probably not in melee range when doing so. Now they have to consider saving things like the GS roll, Commando Hold the Line, or Sage force speed as gap closers to get within melee range of node cappers rather than using those skills as escape skills to get away from melee attackers, as many do now.

All that said, I do agree that it's kind of silly that some knob can stand 30m away out of LoS of the cappers and spam Force Storm indefinitely, so this change might be nice, but I can see how it might affect ranged a little more harshly than melee classes.

AlexModny's Avatar


AlexModny
05.28.2015 , 02:26 PM | #205 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by NwahsNirom View Post
Sorry to double post. One thing to be aware of Bioware: People that will now try to maybe go AFK in ranked warzones knowing that they need as many ranked as possible to get gold ranked rewards. It was always a problem, now it could be higher (?). I'm not sure, but something guildies and I thought about.
The system should make it pretty unpalatable to get 1 medal (you need to get at least one medal to get any rewards from the match) and then AFK, as the amount of Comms you would gain is much smaller than you would if you got 8 medals, win or loss. We will keep an eye on this though as we don't want to promote this behavior.
Alex Modny | Assistant Designer
Follow us on Twitter @SWTOR | Like us on Facebook
[Contact Us] [Rules of Conduct] [F.A.Q.] [Dev Tracker]

Agidius's Avatar


Agidius
05.28.2015 , 02:28 PM | #206
Quote: Originally Posted by alexmodny View Post
in addition, the warzone comm limit is being raised to 200,000.

200,000 ?

Daniel_Caparros's Avatar


Daniel_Caparros
05.28.2015 , 02:29 PM | #207
I really like these changes... I'm still conflicted about the AoE thing, but still think that's better wait some more time to have a position about it...

About past rewards being available for new player, I think that you should separate in 2 types at least, rewards that could be given to anyone, like armor sets, crystals etc and exclusive items that only players that participated in the right time would be eligible for it.

Technohic's Avatar


Technohic
05.28.2015 , 02:29 PM | #208
Quote: Originally Posted by Agidius View Post
200,000 ?
Cause then you will be able to bank as many comms as you want before hitting level cap, I am assuming.

Draqsko's Avatar


Draqsko
05.28.2015 , 02:32 PM | #209
Quote: Originally Posted by TUXs View Post
Why don't you think 4 players can cycle targets fast enough to prevent 6 from getting a cap exactly? Are we all starting with closest player only? If so, that's just stupid.

Players will need to adjust their tactics...that's all this change does. 1 player shouldn't be able to hold off 8 others...I like what this change may do.
Quote: Originally Posted by Jadescythe View Post
Think in terms of multiple people. What if it's a 3v2? With CC breaks, CC immunities, etc. in the game, keeping 2 people CC'd is difficult if even possible. CCing one and forcing the other to try and individually rotate through 3 people to stop caps is what makes this idea viable. It only takes 1 tick to stop all of the cappers, so you CC both players and one breaks CC right before you cap and AOEs the three people. You CC both players again and the other player breaks the CC with CC breaker immediately as they have full resolve. Now you have a 3v2 with 2 targets that can't be CC'd and wasted at least 10 seconds in which the other team can respond.

I'm not saying this idea is perfect, but this thread is full of people trying to explain why this isn't going to work rather than thinking about ways it could improve gameplay. Try it on PTS and we'll see how it plays out. We may see that it's far too difficult to prevent zerg capping and it will have to be adjusted. I just wish people were keeping more of an open mind rather than shooting down the change before they experience it.
I'll answer you both right now, and I have a bit of the qualifications to do it. I was basically the strategist of my PvP guild on Ven Zallow at launch, the one that dominated the server.

Here is what you do, especially in VS but it'll work anywhere but NC. 1 guardian with Daunting Presence, 3-5 others stacked on top of him, everyone spam caps. You will not stop that cap in time even with 8 people there. Guardian AOE mezzes any standing near the node, entire group starts capping, guardian pops Saber Reflect and caps as well. Good luck cycling through tabs to stop everyone, even with a coordinated team.

Also Guardians with Daunting Presence will now be virtually GUARANTEED to remove the bomb from the door in VS, 5 seconds of reflecting SINGLE TARGET DAMAGE, which is the only thing that can interrupt it now.

TUXs's Avatar


TUXs
05.28.2015 , 02:44 PM | #210
Quote: Originally Posted by Draqsko View Post
I'll answer you both right now, and I have a bit of the qualifications to do it. I was basically the strategist of my PvP guild on Ven Zallow at launch, the one that dominated the server.

Here is what you do, especially in VS but it'll work anywhere but NC. 1 guardian with Daunting Presence, 3-5 others stacked on top of him, everyone spam caps. You will not stop that cap in time even with 8 people there. Guardian AOE mezzes any standing near the node, entire group starts capping, guardian pops Saber Reflect and caps as well. Good luck cycling through tabs to stop everyone, even with a coordinated team.

Also Guardians with Daunting Presence will now be virtually GUARANTEED to remove the bomb from the door in VS, 5 seconds of reflecting SINGLE TARGET DAMAGE, which is the only thing that can interrupt it now.
Thank you for the reply.

I guess I'm just open to any change that forces us to make some tactical changes. I understand players concerns about AoE's, but I also think it could speed up gameplay a bit.
All warfare is based on deception If his forces are united, separate them If you are far from the enemy, make him believe you are near A leader leads by example not by force
My referral code: here What you get: here (1 FREE transfer 7-day FREE sub FREE Jumpstart and Preferred Bundles)